the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Stuck on "Commonwealth Rising" quest

GrimJack56

New Member
Messages
13
Hey everyone, I'm currently having an issue with the Commonwealth rising quest where I'm stuck on the part "Continue recruiting staff and working with HQ". I've been on this part for roughly 8 real life hours. Idk if this helps but I saw something about this quest being glitched with the Remote Management quest, but I already completed that, too. I'm currently running 188 mods and everything has been working fine up until this point. I've also worked on my HQ quite a bit since I first got that objective (as shown in screenshot) and I tested bringing in up to 54 people total, and the quest still didn't progress. Any ideas how to fix this without just skipping the quest? I play on PC.
 

Attachments

  • Fallout 4 Screenshot 2023.08.13 - 00.57.49.08.png
    Fallout 4 Screenshot 2023.08.13 - 00.57.49.08.png
    3.2 MB · Views: 22
  • Fallout 4 Screenshot 2023.08.13 - 01.05.10.26(1).png
    Fallout 4 Screenshot 2023.08.13 - 01.05.10.26(1).png
    3.5 MB · Views: 21
just go to the comm array room and use the holotape to force quest to skip
as this happen to me on 3f

worked for me and since your in the room with the cut scene all should be ok
just have a hard save before doing skip incase anything fails
have you completed sea to glowing sea and remote management? if not do them first

ch3 should start after 2-3 in game days
 
I know this has already been passed on, just adding some more detail since it's just happened to me too:
Recorded the message with Jake, then got told to research the parts the Gunners added to the Comm Hub. It's given the objective "Continue recruiting staff and working with HQ", when it should either say what that means or go directly to the researching Jake mentioned - said research is not showing up in the list of buildables anywhere.
 
I suspect something else has gotten flagged incorrectly, because I got the phone call from Theresa thanking me for building the Network Upgrade - which turns into Jake asking you to upgrade the antenna - after I'd already done the antenna upgrade and recorded that message with him.
 
I suspect something else has gotten flagged incorrectly, because I got the phone call from Theresa thanking me for building the Network Upgrade - which turns into Jake asking you to upgrade the antenna - after I'd already done the antenna upgrade and recorded that message with him.
Thanks for the heads up. I'm doing some heavy regression testing at some point this week.
 
I'm stuck on Commonwealth Rising as well. The sub-requirement of providing enough power to HQ from the other settlements does not work. I've gone to several settlements I had trade agreements with, built multiple high tech fusion reactors there (999+ power at both of them) and all the other settlements had excess power as well, and the HQ additional power report barely moved. I think I got it up to 350/1000 before I gave up.

Also, power transfer stations. I can no longer assign specific buildings to the municipal plots. When I try to select a specific building all that shows up is "Random". This has also taken over the Entertainment selection plots as well. All the power transfer stations I have built say "no other transfer station within range", even though some are close to each other. Same with caravan services; I get "no other caravans within range" messages.

Finally, I remembered one of the tasks I could assign to the Science department was to upgrade the transfer stations so they had a greater range. When I pull that task up there's a "Power" amount that needs 50 units and the amount is "0/50". Nothing I do changes that; I maxed out the Science department (38) and nothing happened. What is "Power" and how do I increase it? I've maxed out all the power station upgrades already.
 
Also, power transfer stations. I can no longer assign specific buildings to the municipal plots. When I try to select a specific building all that shows up is "Random". This has also taken over the Entertainment selection plots as well. All the power transfer stations I have built say "no other transfer station within range", even though some are close to each other. Same with caravan services; I get "no other caravans within range" messages.
Sounds like you need to refresh building plan caches in the holotape (tools).
Finally, I remembered one of the tasks I could assign to the Science department was to upgrade the transfer stations so they had a greater range. When I pull that task up there's a "Power" amount that needs 50 units and the amount is "0/50". Nothing I do changes that; I maxed out the Science department (38) and nothing happened. What is "Power" and how do I increase it? I've maxed out all the power station upgrades already.
Can always tgm it but iirc, power refers to what you get from settlements. People in the department only give "science energy" and you shouldn't need more than like 7.
I've gone to several settlements I had trade agreements with, built multiple high tech fusion reactors there (999+ power at both of them) and all the other settlements had excess power as well, and the HQ additional power report barely moved. I think I got it up to 350/1000 before I gave up.
Depends how far they are, that range upgrade may help. Though it definitely works from Starlight to HQ. Maybe bring the transfer plot closer to the pylon? It should update when you exit workshop in a settlement, as long as you have enough upgrades in HQ and staff.
Could also be a disaster in power distribution room, or sick power transfer worker or something.
 
What is "Power" and how do I increase it?
The HQ 'construction resource' called "Power" is the amount of surplus points of electricity being generated at settlements you have Trade Agreements to HQ with, assuming said settlement also has a Caravan and a Power Transfer plot, as well as one of SS2's "Municipal Power" thingos which is what is calculating how much power is actually at a settlement for SS2's purposes.
 
Sounds like you need to refresh building plan caches in the holotape (tools).

Can always tgm it but iirc, power refers to what you get from settlements. People in the department only give "science energy" and you shouldn't need more than like 7.

Depends how far they are, that range upgrade may help. Though it definitely works from Starlight to HQ. Maybe bring the transfer plot closer to the pylon? It should update when you exit workshop in a settlement, as long as you have enough upgrades in HQ and staff.
Could also be a disaster in power distribution room, or sick power transfer worker or something.
I have transfer stations at both Greygarden and the settlement just south across the river from them. Both say "no transfer station within range". If those two don't see each other then none of them will. I also have one at the Marina just west of GNN as well as one at Mirelurk Construction and they too say nothing is within range. I never got to see if the settlements around Sanctuary would transfer power between them because I began getting the "Random" only selection prior to building any in them.

The energy pylon is only needed if you have municipal power. I'm building fusion reactors directly from the power generator selection menu, and besides, my Municipal building selection is glitched to the point I can only see "Random" when I try to select a particular building construct.
 
The HQ 'construction resource' called "Power" is the amount of surplus points of electricity being generated at settlements you have Trade Agreements to HQ with, assuming said settlement also has a Caravan and a Power Transfer plot, as well as one of SS2's "Municipal Power" thingos which is what is calculating how much power is actually at a settlement for SS2's purposes.
Wait, are you saying that power ONLY from a Municipal power station will transfer to the HQ? I've been building Vault-type fusion reactors, sometimes multiples of them (999+ power generated) at every settlement with a transfer station and having nothing to show for it.

If that's the problem (and NOWHERE in the 'how to' guides says this is necessary) then I'm f**ed because I cannot select a power generator from the Municipal building list because all I'm getting now is "Random" for a selection.

The micro-micromanagement needed to get the HQ to complete these missions is beyond frustrating. I don't want to turn the Commonwealth into an armed military camp anyway so maybe it's for the best.
 
I think you need to build a municipal power grid pylon or terminal
under SS2 - power
should be the first couple pf ones in each settlements
Yes I know what it is. I've been building generators directly from the Generator selection menu (not from Municipal buildings) and have 100 point fusion plants at every settlement. If I get a power station from the Municipal plots I build the power transfer pylon to connect it to the power feed for the settlement but I don't build them deliberately.

If that's the problem then I'm screwed because I can't select a particular Municipal building any longer; all I get is "Random" when I try to do so.

I'll point out that NOWHERE in the 'how to' guides does it say that power from the Municipal buildings is the ONLY power that will transfer to the HQ.
 
Wait, are you saying that power ONLY from a Municipal power station will transfer to the HQ? I've been building Vault-type fusion reactors, sometimes multiples of them (999+ power generated) at every settlement with a transfer station and having nothing to show for it.
No. It will use any "spare" electricity at the settlement with the Caravan and Transfer plots, as long as there is one of SS2's "Municipal Power Pylon" or the switch version (not a plot - the power pole looking things also in the SS2 section of your build menu) wired into that power grid. I've done that same quest myself dozens of times using those Vault Tec Workshop DLC reactors too, and it's always worked fine.
 
You can use any power source (fusion or vault-tec generators included) but it has to be wired into the grid, yes. As in, connected to the power pylon. Not necessarily any power plots but you do still need a power transfer plot with a worker, also connected to that grid (close to the pylon or a power pole if it's an interior). Assuming you have all that, it should update.
The message about not being in range is a lie, I think. It does that all the time with caravans but they still connect.
(This part seems to work no matter what but it's still confusing and frustrating if you don't normally bother with power, power transfer and pylons. I'd be in favor of an option to ask Jake "hey can you do it for me")
 
No. It will use any "spare" electricity at the settlement with the Caravan and Transfer plots, as long as there is one of SS2's "Municipal Power Pylon" or the switch version (not a plot - the power pole looking things also in the SS2 section of your build menu) wired into that power grid. I've done that same quest myself dozens of times using those Vault Tec Workshop DLC reactors too, and it's always worked fine.
Ok, there is nothing anywhere that says "thou must have a Municipal Power Pylon" until a Municipal Power Station is constructed. Then it says in order to tie it to the grid you need one, so that is the only time I've been building them. I figured the "grid" the program was talking about was the settlement power distribution grid, not some invisible Commonwealth-wide power system.

I will plop some power pylons down at all my settlements and see what happens.
 
You can use any power source (fusion or vault-tec generators included) but it has to be wired into the grid, yes. As in, connected to the power pylon. Not necessarily any power plots but you do still need a power transfer plot with a worker, also connected to that grid (close to the pylon or a power pole if it's an interior). Assuming you have all that, it should update.
The message about not being in range is a lie, I think. It does that all the time with caravans but they still connect.
(This part seems to work no matter what but it's still confusing and frustrating if you don't normally bother with power, power transfer and pylons. I'd be in favor of an option to ask Jake "hey can you do it for me")
The use of the word "grid" is confusing. I was seeing that long before we needed to send power to the HQ and figured in order to actually use the Municipal power source in the settlement it was built this magical power pole had to be built and connected to everything. It didn't make sense but a lot of things don't make sense in this game.

IMO in order to not have to micro-micromanage everything at the HQ we need some place we can see all of this:

-How much power/water/food the HQ is producing
-How much power/water/food the HQ is consuming
-How much power/water/food each settlement connected to the HQ is sending there

I've got settlements producing 50+ water daily, is connected via trade agreement with the HQ, yet the HQ says they have zero excess water, and yes the HQ water system is fully updated. How can I figure out how much water they need if I don't know how much they are producing and consuming?
 
Ok, there is nothing anywhere that says "thou must have a Municipal Power Pylon" until a Municipal Power Station is constructed. Then it says in order to tie it to the grid you need one, so that is the only time I've been building them. I figured the "grid" the program was talking about was the settlement power distribution grid, not some invisible Commonwealth-wide power system.

I will plop some power pylons down at all my settlements and see what happens.
I don't remember the specifics, but there was some technical reason why it's done this way. Something to do with dynamically changing the amount of power being produced/consumed not technically being supported by FO4 itself?

And you're right, more data available to the player would definitely be useful.
Some is in there - if you build a City Planner's Desk at a settlement and then use the computer on it yourself, there's a "reports" screen in there that tells you the production, demand, and excess/deficit for that location.
And one of the HUD settings is meant to let you get a view while you're in HQ so the meters bit on the bottom left looks like this:
ScreenShot32.png
It's being very finicky for me about how to get that to actually show up at the moment, though. Only seems to expand out like that to show me the numbers about 1/3 of the time.

Trust me though, the mod doing a poor job of actually telling you anything about how to use it is something I have literally brought up direct to the king himself. It's on the "once everything actually works we'll go back through and do another pass of that" list, as I understand it.
 
It didn't make sense but a lot of things don't make sense in this game.
It makes sense if you put one and wire it to the generator/power plot, after all in real life you need some wires from a generator to conduits and devices to actually power things, not just a generator sitting on its own (I mostly failed physics class so take this with a grain of salt)
It turns into magic when you can build a power plot on one side of the settlement and put a power pylon on the other side. You can do that, I guess for convenience sake. Only one power pylon is needed per settlement, and plots/items can be connected to it through other plots/items (as in - pylon - wired to a plot - that's wired to another plot), I think I should clarify that.
IMO in order to not have to micro-micromanage everything at the HQ we need some place we can see all of this:

-How much power/water/food the HQ is producing
-How much power/water/food the HQ is consuming
-How much power/water/food each settlement connected to the HQ is sending there
HQ is producing next to nothing, only gets from settlements. How much it's consuming you can see on the HUD if you expand it - see here https://wiki.simsettlements2.com/gameplay/headquarters/command-mode
(Extended Supply Meters - Daily and project usage)
As for each settlement, there is a feature for that if you go to the terminal on a city planner desk, you can get settlement reports. Don't think they are super accurate right now though, especially if you have a million settlements and they updated recently.
If a settlement produces 50 water, it probably uses most of it or sends to other settlements that lack water. HQ seems to be the lowest priority in my experience. To not worry about it I'd just build and upgrade a ton of water/food plots and eventually they have enough to give away. If settlement reports work properly you should see how much is needed and what part of it is surplus. Other than that, you're right, it's pretty hard to figure out when you have no idea how much is made and how much is needed.
 
It makes sense if you put one and wire it to the generator/power plot, after all in real life you need some wires from a generator to conduits and devices to actually power things, not just a generator sitting on its own (I mostly failed physics class so take this with a grain of salt)
It turns into magic when you can build a power plot on one side of the settlement and put a power pylon on the other side. You can do that, I guess for convenience sake. Only one power pylon is needed per settlement, and plots/items can be connected to it through other plots/items (as in - pylon - wired to a plot - that's wired to another plot), I think I should clarify that.

HQ is producing next to nothing, only gets from settlements. How much it's consuming you can see on the HUD if you expand it - see here https://wiki.simsettlements2.com/gameplay/headquarters/command-mode
(Extended Supply Meters - Daily and project usage)
As for each settlement, there is a feature for that if you go to the terminal on a city planner desk, you can get settlement reports. Don't think they are super accurate right now though, especially if you have a million settlements and they updated recently.
If a settlement produces 50 water, it probably uses most of it or sends to other settlements that lack water. HQ seems to be the lowest priority in my experience. To not worry about it I'd just build and upgrade a ton of water/food plots and eventually they have enough to give away. If settlement reports work properly you should see how much is needed and what part of it is surplus. Other than that, you're right, it's pretty hard to figure out when you have no idea how much is made and how much is needed.
I always wired my Municipal power buildings to both the pylon and to other poles; it was the pylon itself that didn't make sense to me because I was already connecting the power building to the settlement "grid". I never left them sitting there unconnected.

As for the settlement producing 50 water, I meant 50 EXTRA water as every time I looked at their storage, they had tons of purified water there and my Commonwealth wide distribution system shows tons of water available.
 
Top